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[ts] Closes #1966, PolygonBatcher does not flush if the blend mode has not changed.
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@ -1095,24 +1095,24 @@ export enum EventType {
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* {@link AnimationState#addListener()}. */
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export interface AnimationStateListener {
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/** Invoked when this entry has been set as the current entry. */
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start? (entry: TrackEntry): void;
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start?(entry: TrackEntry): void;
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/** Invoked when another entry has replaced this entry as the current entry. This entry may continue being applied for
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* mixing. */
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interrupt? (entry: TrackEntry): void;
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interrupt?(entry: TrackEntry): void;
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/** Invoked when this entry is no longer the current entry and will never be applied again. */
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end? (entry: TrackEntry): void;
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end?(entry: TrackEntry): void;
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/** Invoked when this entry will be disposed. This may occur without the entry ever being set as the current entry.
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* References to the entry should not be kept after dispose is called, as it may be destroyed or reused. */
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dispose? (entry: TrackEntry): void;
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dispose?(entry: TrackEntry): void;
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/** Invoked every time this entry's animation completes a loop. */
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complete? (entry: TrackEntry): void;
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complete?(entry: TrackEntry): void;
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/** Invoked when this entry's animation triggers an event. */
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event? (entry: TrackEntry, event: Event): void;
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event?(entry: TrackEntry, event: Event): void;
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}
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export abstract class AnimationStateAdapter implements AnimationStateListener {
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@ -72,6 +72,7 @@ export class PolygonBatcher implements Disposable {
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}
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setBlendMode (srcColorBlend: number, srcAlphaBlend: number, dstBlend: number) {
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if (this.srcColorBlend == srcColorBlend && this.srcAlphaBlend == srcAlphaBlend && this.dstBlend == dstBlend) return;
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this.srcColorBlend = srcColorBlend;
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this.srcAlphaBlend = srcAlphaBlend;
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this.dstBlend = dstBlend;
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106
spine-ts/spine-webgl/tests/test-drawcalls.html
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106
spine-ts/spine-webgl/tests/test-drawcalls.html
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@ -0,0 +1,106 @@
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<html>
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<script src="../dist/iife/spine-webgl.js"></script>
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<style>
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html,
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body {
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margin: 0;
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padding: 0;
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}
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</style>
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<body>
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<canvas id="canvas" style="position: absolute; width: 100%; height: 100%;"></canvas>
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<div id="info" style="position: absolute; top: 0; left: 0; color: white; margin: 1em;">test</div>
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</body>
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<script>
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// Define the class running in the Spine canvas
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class App {
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numSkeletons;
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skeletons;
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states;
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info;
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loadAssets(canvas) {
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this.numSkeletons = 100;
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this.skeletons = [];
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this.states = [];
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this.info = document.querySelector("#info")[0];
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canvas.assetManager.loadTextureAtlas("mix-and-match-pma.atlas");
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canvas.assetManager.loadBinary("mix-and-match-pro.skel");
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}
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initialize(canvas) {
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let assetManager = canvas.assetManager;
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// Create the atlas
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let atlas = canvas.assetManager.require("mix-and-match-pma.atlas");
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let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create the skeleton
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let skeletonBinary = new spine.SkeletonBinary(atlasLoader);
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skeletonBinary.scale = 0.5;
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let skeletonData = skeletonBinary.readSkeletonData(assetManager.require("mix-and-match-pro.skel"));
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let stateData = new spine.AnimationStateData(skeletonData);
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for (var i = 0; i < this.numSkeletons; i++) {
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let skeleton = new spine.Skeleton(skeletonData);
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// Create the animation state
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let state = new spine.AnimationState(stateData);
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state.setAnimation(0, "dance", true);
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// Create a new skin, by mixing and matching other skins
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// that fit together. Items making up the girl are individual
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// skins. Using the skin API, a new skin is created which is
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// a combination of all these individual item skins.
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let mixAndMatchSkin = new spine.Skin("custom-girl");
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mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyelids/girly"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
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skeleton.setSkin(mixAndMatchSkin);
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skeleton.x = Math.random() * 400;
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skeleton.y = Math.random() * 400;
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this.skeletons.push(skeleton);
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this.states.push(state);
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}
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}
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update(canvas, delta) {
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for (var i = 0; i < this.numSkeletons; i++) {
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let state = this.states[i];
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let skeleton = this.skeletons[i];
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state.update(delta);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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}
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}
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render(canvas) {
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let renderer = canvas.renderer;
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renderer.resize(spine.ResizeMode.Expand);
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canvas.clear(0.2, 0.2, 0.2, 1);
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renderer.begin();
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for (var i = 0; i < this.numSkeletons; i++) {
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let skeleton = this.skeletons[i];
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renderer.drawSkeleton(skeleton, true);
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}
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renderer.end();
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info.innerText = "Draw calls: " + renderer.batcher.drawCalls;
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}
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}
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// Create the Spine canvas which runs the app
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new spine.SpineCanvas(document.getElementById("canvas"), {
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pathPrefix: "assets/",
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app: new App()
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});
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</script>
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</html>
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